Hintech Eladrin Wizard Chaotic Neutral Deity: Corellon Age: 160 Ht: 6’1” Wt: 157 Speed: 6sq Vision: Low Light Languages: COmmon, Eladrin Skill Bonus: +2 Arcana, +2 History
Str: 10 Con:10 Dex:14 Int:17 Wis:14 Cha:11
Armor Proficiencies: Cloth Weapon Proficiencies: Dagger, quarterstaff, Longsword(racial) Implements: Orbs, staffs, wands Bonus to Defense: +2 Will Hit Points at 1st Level: 10 + Constitution score Hit Points per Level Gained: 4 Healing Surges per Day: 6 + Constitution modifier
Skills: Arcana, Insight, Nature, History
Orb of Imposition: Once per encounter as a free action, you can use your orb to gain one of the following two effects. You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier. Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn. You must wield an orb to use this ability. Control wizards select this form of mastery because it helps extend the duration of their control effects.
Ghost Sound Wizard Cantrip With a wink, you create an illusory sound that emanates from somewhere close by. At-Will ✦ Arcane, Illusion Standard Action Ranged 10 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Light Wizard Cantrip With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space. At-Will ✦ Arcane Minor Action Ranged 5 Target: One object or unoccupied square Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
Mage Hand Wizard Cantrip You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. At-Will ✦ Arcane, Conjuration Minor Action Ranged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.
Prestidigitation Wizard Cantrip You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink. At-Will ✦ Arcane Standard Action Ranged 2 Effect: Use this cantrip to accomplish one of the effects given below. ✦ Move up to 1 pound of material. ✦ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. ✦ Color, clean, or soil items in 1 cubic foot for up to 1 hour. ✦ Instantly light (or snuff out) a candle, a torch, or a small campfire. ✦ Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. ✦ Make a small mark or symbol appear on a surface for up to 1 hour. ✦ Produce out of nothingness a small item or image that exists until the end of your next turn. ✦ Make a small, handheld item invisible until the end of your next turn. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power. Special: You can have as many as three prestidigitation effects active at one time.
Cloud of Daggers Wizard Attack 1 You create a small cloud of whirling daggers of force that relentlessly attack creatures in the area. At-Will ✦ Arcane, Force, Implement Standard Action Area 1 square within 10 squares Target: Each creature in square Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier force damage. Increase damage to 2d6 + Intelligence modifier at 21st level. Effect: The power’s area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes force damage equal to your Wisdom modifier (minimum 1). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action.
Magic Missile Wizard Attack 1 You launch a silvery bolt of force at an enemy. At-Will ✦ Arcane, Force, Implement Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Reflex Hit: 2d4 + Intelligence modifier force damage. Increase damage to 4d4 + Intelligence modifier at 21st level. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
Ray of Enfeeblement Wizard Attack 1 You point three fingers at your foe, curling them like talons. Weird green mist streams from your enemy’s flesh, carrying away its strength. Encounter ✦ Arcane, Implement, Necrotic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Fortitude Hit: 1d10 + Intelligence modifier necrotic damage, and the target is weakened until the end of your next turn.
Freezing Cloud Wizard Attack 1 A pellet shoots from your hand and explodes into a cloud of icy mist at the point of impact. Daily ✦ Arcane, Cold, Implement Standard Action Area burst 2 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier cold damage. Miss: Half damage. Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.
Acid Arrow Wizard Attack 1 A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid. Daily ✦ Acid, Arcane, Implement Standard Action Ranged 20 Primary Target: One creature Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack. Secondary Target: Each creature adjacent to the primary target Secondary Attack: Intelligence vs. Reflex Hit: 1d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
Eladrin Will: You gain a +1 racial bonus to your Will defense. In addition, you gain a +5 racial bonus to saving throws against charm effects.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Trance: Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Fey Step Eladrin Racial Power With a step, you vanish from one place and appear in another. Encounter ✦ Teleportation Move Action Personal Effect: Teleport up to 5 squares (see “Teleportation,” page 286).
Expanded Spellbook [Wizard] Prerequisites: Wis 13, wizard Benefit: Choose one daily wizard attack spell of every level you know. Add this spell to your spellbook. Each time you gain a new level of daily wizard attack spells, you learn one extra spell of that level (in other words, add three spells to your spellbook instead of only two). This feat doesn’t change the number of daily attack spells you can prepare each day.
Ritual Caster Prerequisite: Trained in Arcana or Religion Benefit: You can master and perform rituals of your level or lower. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals.